Totem Talk: PTR Roundup
Well, my PTR transfers haven't gone through yet. I debated putting this column off until tomorrow in the hopes that they would have happened by then but the fear that they might not and I'd be late and still in the same boat caused me to decide to write about it today.We've talked about the most recent changes on the PTR here and here. As of right now these are the changes we're working from in terms of speculating about what the class will look like in 3.1. It's fairly clear that most of the changes are aimed either at shaman viability in PvP. I'm disappointed to see that Frozen Power, the talent aimed at giving shamans a snare/root in PvP is 25 points down the enhancement tree, but not surprised, as it seems to be aimed more at giving enhancement shamans an anti-kite than in giving other shamans a kiting ability.
To be honest, none of these changes really makes me want to take an elemental or enhancement shaman into PvP. They're incremental improvements, changes that could in the future form the basis for something exciting for shamans (the new Glyph of Stoneclaw Totem has real potential, even though yes, it does use up your earth totem so that you can't be fear immune when you use it... this is and has always been a drawback of shamans in PvP and I don't think Blizzard is ever going to entirely remove it, although with Frozen Power you at least have a replacement for Earthbind) but at present it still feels somewhat unexciting. The way the changes affect PvE seems more positive, which is odd in a patch aimed at PvP tweaks for the class.
The change to Spirit Weapons, for instance, is an unabashed buff for PvE enhancement in a way that the change to Toughness fails to be for PvP. Yes, 10% more stamina is probably a better choice for a PvP enhancement shaman than the armor from current Toughness. It will allow you to survive one or two more hits from a caster. But in terms of how the changes affect how you spec, the Spirit Weapons change is going to immediately grab any shaman who intends to do PvE content (especially in raids) while you'll probably take Toughness begrudgingly and wish it had some further benefit.
Likewise, I'm glad they folded the current Improved Stormstrike into Stormstrike. But the new Improved Stormstrike seems half-finished to me. On the one hand, I never say no to mana return. Fully talented, you'll get 20% of your base mana back on every SS. It's not earth shattering, but it is a pretty solid mana conservation talent when combined with Water Shield and Shamanistic Rage. At the same time, I do wonder why we're spending two talent points for 20% of base mana (base, mind you... take off all your gear and look at your mana pool, that's what you'll be getting 20% of, I drop down to about 6k mana when I'm nude) - couldn't this just be a 1 point talent? Perhaps I want too much.
The Unleashed Rage change is good. At 3 points, you'll have 3% more agility and will add 10% raid/party AP. It's true that shamans still have to pay 1 more point for the same raid benefit that DK's get for 2 with Abomination's Might. Still, with the extra point in UR, we'll get 1% more agility and thus 1% more AP. I don't really know why the decision was made to make us pay more for the AP buff but get more from the stat portion of the talent, I guess it's a bribe for putting up with the added talent investment. And the Feral Spirit glyph is just awesome for PvE and PvP alike. More damage is always good. Getting more AP from UR and then giving more of that AP to the Feral Spirits? Yes please.
As far as changes for PvP elemental shamans are concerned, one of the real issues is how deep into enhancement they are. Toughness is 15 points in, Frozen Power is practically unreachable at 25 points in. So you're almost certainly not going to get Frozen Power, meaning that an elemental shaman still is vulnerable to snares and roots with no really significant way to get to range if caught by melee outside of Thunderstorm. Yes, there's Booming Echoes, which reduces the cooldown on your frost shock by a second, but that seems remarkably thin gruel for the PvP elemental shamans among us. Glyphing Thunderstorm to reduce the cast time by 7 seconds still leaves you with 38 seconds of basically trying to Frost Shock kite, which isn't going to work on, say, a rogue, warrior, DK or paladin, or feral druid... which means that elemental shamans can basically enjoy trying to frost shock kite enhancement shamans, who will then use Frozen Power to root them in place and very slowly walk at them.
Or you can cast Hex on each other and then trinket out of it for some laughs, I suppose. The new glyph means it would have taken more damage before it broke! Since Hex is poor CC at best in PvP (it's much nicer in PvE, especially in five mans) the overall effect of these changes for elemental is basically "You can get some more health, yeah, and you can get a damage shield if you don't mind being fearable and losing your Earthbind totem so that melee have an even easier time catching up to you." If they're really serious about improving shaman viability in PvP, elemental needs a trick or two aimed its way, I think. Personally, I'm still pulling for Sentry Totem. Glyph of Sentry Totem lets you actually switch places with your Sentry Totem? No? No, probably not. Poor, poor Sentry Totem.
Restoration shamans get a nice change with Ancestral Awakening now taking overheal into account. Again, it's not going to make shamans imba healers, but topping off the tank will no longer make you snarl in frustration as you overheal him by 2k and see a tiny little AA proc on the rogue who immediately dies to a firey cleave or some mysterious death spot on the floor. The new glyphs for Riptide and Earth Shield are nice as well, nothing to complain about there. Resto didn't really get much attention for PvP viability but since it's probably the most popular PvP spec for shamans it didn't really need any.
Overall I'd say that enhancement got some good PvE oriented changes, some okay PvP ones that we'll need to see in action, and that elemental didn't really get much of anything. Resto got a small but nice bit of affection with the new glyphs and the change to AA. I'm cautiously optimistic (very cautiously) that there are nice changes for elemental PvP coming, because that's where I'm most concerned right now.
Filed under: Shaman, Analysis / Opinion, News items, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
Ragan Feb 26th 2009 4:43PM
GC stated they were changing the agi in UR to Expertise. Which is a far, far better change.
3% agi is like, 40 agi. Not 3% ap.
SaintStryfe Feb 26th 2009 5:10PM
So does this mean we'll need to stack less EXP?
Zul Feb 26th 2009 4:43PM
I find it kind of stupid the snare is so deep in the enhancement tree. Is Blizzard honestly thinking elemental and resto shaman are fine in PvP?!? It seems like they do not want us to be like the other ez mode pvp classes. Too bad is just screws us over.
ahoke Feb 26th 2009 4:44PM
Ghostcrawler just stated in the forums that unleashed rage is now going to give expertise instead of agility...
here's a link to the thread
http://forums.worldofwarcraft.com/thread.html?topicId=15211809367&sid=1&pageNo=1
Taintedmeat Feb 26th 2009 4:53PM
My elemental shaman weeps at the StoneClaw changes.
ElTopo Feb 26th 2009 7:49PM
My problem with the changes, besides the further complicating of totems to drop...they're trying to force us to use Frostbrand weapon over windfury. To even get the semi-usable anti-kite you need to drop Frostbrand on your mainhand, and second this does nothing to help us against classes that aren't trying to kite ie: warriors/rogues/pallies/DKs. I don't know if 10% more health and a shield that we drop at the expense of being feared and slowing your opponent are really gonna fill that problem and help us with PVP viability.
SaintStryfe Feb 26th 2009 4:57PM
I'd agree with your assessment, though you glossed over a big change.
I think as a PVE ENH Shaman, I'm more afraid that the change to Heroism/Bloodlust is just going to remove my spot. I can't keep up to another Mage/Death Knight/Rogue/Fury Warrior in damage, and now my most useful skill, the thing that gets me my raid spot, is, well, is getting a double cooldown. Of course there'll always be a spot for the Resto Shaman, but I'm just feeling like I'm going to be a third-wheel and Raiding is going to slip by me, except for groups that are desperate for A DPSer, rather then a good one.
I feel like in this patch, Shaman are even more gear-intensive, and if you don't have the gear, your class abilities are just not enough. Most other classes, especially DKs have abilities that justify their spots. I don't think Shaman have that any more. Don't get me wrong: The class is dirt-simple to play now, and I definitely think it's fun, but I think there's going to need to be more changes to keep this class competitive for leveling.
Angus Feb 26th 2009 5:25PM
You attempt new Uldar Baddie#2(TM) and fail.
Sated is wiped clean when everybody dies.
You all get back in there, buff up and now it is 5 minutes later.
Hey! Look guys, I can BL again!
It sucks for content you have on farm, as it is making your speed runs slower, but on progression attempts, it is not a nerf.
(Just make sure not to DI someone as they keep the debuff.)
Note this is pretty much the ONLY justification Blizzard could have for this, and it is still extremely lame.
Make the darn thing a 5 minute CD with a 5 minute debuff already.
Ragan Feb 26th 2009 11:15PM
haha, what? The only reason they changed it is to stop having two heroisms/bloodlust during one boss encounter.
You're not going to "lose your spot". Our dps is still viable. We fill in the blanks for whatever buffs your melee or spell casters need.
I'm still excited about shaman PvE. All three spec's are strong.
Mike Feb 27th 2009 6:35AM
You need to start looking at your boss dps in wws reports. You should be competitive with, or preferably out dpsing similarly geared pallies, DKs and furies - maybe not rogues, but they bring a lot less utility than you do.
Overall enhancement never looks so good because of our trash aoe disadvantage - but look at your boss dps and fix that if it's letting you down - that's what keeps your place.
akw Feb 26th 2009 4:59PM
How is the new Riptide glyph nice?
Ridged Feb 26th 2009 5:16PM
Are you seriously criticizing 20% base mana regen every 8 seconds? Even if it is base and you have 6k base that is 1200 mana every 8 seconds back. Subtract out the cost of the stormstrike (at 480 for 6k base mana) and you just came out on top 720 free mana every 8 seconds for no additional talent points than you are spending now. Stop complaining about a buff.
tonedeff Feb 26th 2009 5:17PM
Im a bit up in the air over these new changes. They nice but are nothing to get excited over.
Scott Feb 26th 2009 5:19PM
Actually, the new Unleashed Rage is going to give us expertise instead of Agility.
Source: http://forums.worldofwarcraft.com/thread.html?topicId=15211809367&pageNo=1#13
Downward Feb 26th 2009 5:27PM
Improved Stormstrike is just amazing. Every 10 seconds I get back 20% of my base mana. That works out to 600 Mp5 from 2 talent points. That is a lot of Mp5 for 2 talent points.
SirYoshi7 Feb 26th 2009 6:45PM
In this history of we, the mortal races, Sentry Totem is coming to wade amidst our arrogance, and carve a new epoch. She soon makes her debut as the awakening titan; Sundering the ground where planted, and all who laugh upon it. The warning she has always tried to provide--the warning which has ever fallen on proudly deaf ears, and self-blinded eyes--shall accompany us all to the grave. A grave we could have seen if only we LOOKED. (...Please spare me!)
Calebos Feb 27th 2009 10:09AM
This article was great, as usual. I think elemental would be greatly improved with the access to Frozen Power, and I wish they'd consider moving it further up in the enhancement tree. But I imagine that'd make resto to powerful, with similar access. Regardless, thanks Matt, another solid read.
Manbag Feb 27th 2009 3:15AM
My only real concern is the changes in Heroism/Bloodlust.
Sure I can see the reasons behind it, where it aviods the use of two uses in one encounter and how that helps balances out the speed of farmed content. But what about newer Guilds progressing through Naxx/Maly/Sarth. For some they might need that second Heroism/Bloodlust to just help them get that last little push.
The cooldown for the debuff and the skill, i think is optimal as it is.
blabba Feb 27th 2009 7:37AM
i think all of you are missing out on the more important changes that didnt make it into the patch notes or the undocumented changes, but have been commented on by GC and verified on the PTR too: flametongue has now been normalized. that means that regardless what weapon speed you are using, the overall damage from flametongue should now be the same. this completely breaks the dual dagger / dual flametongue build, losing probably 500 dps overnight when the patch hits (since FT is easily doing 1000dps for me on both fights, according to WWS). This makes me a realy sad panda, as ive really been enjoying this mechanic, and having the choice to be different than the other enhance shamans in my guild is great when bidding on gear. now i have a month to stockpile 2 new slow weapons to be ready for the change and a new trinket to replace the Thunder Capacitor (also nerfed in patch) which was so great with this build, especially when you are reaching best in slot status. sigh. i hate when they toy with us so much.
Shaman Feb 27th 2009 4:09PM
At what point is the same mindset that insists that Shamans need more PVP viability going to start complaining about the lack of a resto viability for rogues?
I'm just not sure that this idea that we need to smear everybody into broad categories of uniformity where everybody can do everything equally well, just with different particle effects, is a winner. I think it's OK to say "this is not intended to be your class's strong suit."
I am an enhancement shaman on a PVP server. I knew shamans sucked for PVP when I rolled it, and I'm not great at PVP anyway. So I've got (arguably) the weakest spec of the (arguably) weakest PVP class on a PVP server, and I'm (not arguably) bad at it. But I still don't think "Shamans suck at PVP" is that much of a bigger deal than "Rogues suck at healing."
Maybe it's just because we're hybrid people think we ought to be able to do *everything* decently? Shamans do a bunch of things really well, not everything decently. PVP: not on the list.
Although it would be an awfully nice PVP shaman buff if we could run back to our ganked corpses 40% faster as spirit wolves when reincarnation is on cool down. :)